Faolyn
(she/her)
Up next is the astral dragon. There was another astral dragon waaay back in 1e, in issue #134 as well. They have a lot in common, but a lot of differences as well. Physically, they actually look quite similar, as both have the long, serpentine bodies of an Asian-style dragon (the 1e dragon is said to be so supple that it can tie itself in a knot); the 3e version has wings, however. Both dragons have problems flying in normal gravity but are incredibly fast in the Astral’s freefall. Both have bites that can sever silver cords. They both love the githyanki… as a snack. And they’re both, unsurprisingly, true neutral.
As for differences, the 3e dragon never leaves the Astral under its own volition, while the 1e version plane shifts at will. The 1e’s breath weapon was a cone of feeblemind-causing magic force, which is actually quite terrifying in the Astral, where you used your mind to move around and need your casters to get you to other planes. The 3e version has two breath weapons, one of which is a cone of dust that acts like a scouring astral wind, and the other is a blast that banishes targets back to their home plane. I’m assuming that the astral winds still exist in LU, even though neither T&T nor PSJ say anything about them.
Actually, neither of the LU books go into much detail about the Astral at all, so I’m also assuming color pools also exist. I’m also going to assume that the angels summoned by the conjure celestial spell exist as minor angels outside of that spell—they’d be about CR 3 or 4—because, well, I need stuff to fill out the Encounters section.
Unlike most of the time when there’s two incredibly similar monsters, I’m not blending the two all that much. This guy is almost entirely 3e based, with just a few nods to the 1e version.
Astral Dragon
Planar Dragons: Wyrms of Another World, Dragon Magazine #344
Creature by Mike McArtor; art by Tom Fowler
These beautiful, graceful dragons are guardians of the Astral Plane and view any non-native creature as a potentially hostile intruder. They are ribbon-like creatures with short limbs and a pair of narrow wings that give them a wingspan of nearly three times their actual length. Their horns trail behind them and give them impression of antennae. Their scales are an opalescent eggshell color which causes them to blend in nearly perfectly to the Astral as a whole.
Constant Wanderers. Astral dragons claim no lair, as they consider the entirety of the Astral as their territory. They sleep while flying or hovering and never within the confines of anything another dragon would call a home. However, as social dragons, a group of dragons—perhaps blood relatives, perhaps just companions—will claim a large piece of solid matter (often a dead god) and store their treasure there. All the treasure belongs to all the dragons in their flight, and they will take turns defending it.
Guardians of the Astral. To them, the Astral is a place of purity, and any outsider has the possibility to mar its perfection. They have a “shoot first, ask questions later” approach to non-natives and its difficult to get one to listen without a native guide acting as a mediator. In addition to this duty, astral dragons work to keep the Astral clean by removing debris (if possible, through a color pool and to another plane; if not, then to a few specified “garbage dumps” they’ve created) and by towing dead gods to special “cemetaries” they’ve created for exactly that purpose. To them, the Astral’s ideal state is that of a large expanse of nothingness.
Climate/Terrain: Astral plane
Legends and Lore
With an Arcana or History check, the characters can learn the following:
DC 10. As their name suggests, astral dragons are native to the Astral plane, which they never leave.
DC 15. The dragon’s bite can sever a traveler’s silver cord, and one of their two breath weapons can banish a creature back to the plane it came from—or sometimes a different plane entirely.
DC 20. Astral dragons do not have individual lairs, but groups of them will choose a location on which to store their treasure and raise their young. These group lairs are very well protected.
Astral Dragon Encounters
Note: To make a zevite NPC quickly, give the NPC statblock telepathy to 30 feet and resistance to psychic damage.
Challenge Rating 3-4 Astral dragon wyrmling
Treasure: 300 ep, moonstone (50 gp), hourglass filled with silver dust (75 gp), potion of clairvoyance
Challenge Rating 5-10 Young astral dragon; astral dragon wyrmling with 1d4 zevite soldiers
Treasure: 1,100 gp, 8 jaspers (50 gp each), bestiary of creatures from another plane, a silver statuette of a god worshiped by zevites (100 gp), spell scroll of commune
Challenge Rating 11-16 Young astral dragon with 1-3 stray thoughts (see Lair Features), 1-2 zevite veterans, or 1-2 angels of protection or battle
Treasure: 280 pp, gold and electrum bird cage housing an exotic, extraplanar songbird (250 gp for the cage, 300 gp for the bird), 3 onyxes (50 gp each), +2 morningstar made out of a dead god’s bone, medallion of thoughts, 2 potions of extra healing
Challenge Rating 17-22 adult astral dragon; adult astral dragon with astral dragon wyrmling or angel of battle; young astral dragon with zevite assassin.
Treasure: 1,000 pp, 700 gp, 3 aquamarines (500 gp each), ruby (5,000 gp), a map that directs the reader to a series of stable color pools, ancient zevite crown made of planar metals (750 gp), gold-handled sword stick that hides a +1 rapier, dust of dryness, impossible cube, oil of etherealness, spell scrolls of antilife shell and teleportation circle
Challenge Rating 23-30 ancient astral dragon; adult astral dragon with 2 zevite knights and 1 zevite mage
Treasure: 1,500 pp, 7,000 pp, diamond (5,000 gp), 2 opals (1,000 gp), a painting by a famed artist who died over a thousand years ago (7,500 gp), silver flute that, when played (1/day), acts as an enthrall spell to stray thoughts (see Lair Actions), figurine of a zevite psion carved from emerald (2,500 gp), arrow of slaying, mace of terror inscribed with Abyssal runes, marvelous pignmets
Challenge Rating 31+ great wyrm astral dragon; ancient astral dragon with young astral dragon; ancient astral dragon with deva or guardian naga
Treasure: 8,000 pp, 25,000 gp, A planar orrory that hints at a great and potentially upcoming event due to a planar convergence, 3 gold war masks normally worn by members of a particular celestial band of warriors (750 gp each), platinum circlet set with aquamarines (5,000 gp), pair of diamond studs (7,500 gp), 2 scrolls of demiplane, the traveling chest, vorpal sword
Signs
1. A trail of coins and jewels floating in the nothingness; they can be followed to the dragon’s lair
2. The dragon’s echoing howl.
3. The flotsam of a destroyed planar ship, with most of the crew and all of the cargo gone
4. A psychic wind, bringing memories of the dragon
Behavior
1. Floating serenely and sleeping
2. Guarding a color pool; will warn off anyone who approaches.
3. In battle with a group of astral travelers
4. Watching from a distance; gathering information
Lair Features
The save DC for the following effects is 13 + the dragon’s proficiency bonus. Choose or roll one or more of the following lair features:
1. Stray thoughts have taken on a semi-physical form within the lair. These thoughts use the stats for will-o-wisp, except they are aberrations, not undead, and they only inflict psychic damage. As a bonus action, the dragon may summon 1d4 stray thoughts as allies. The creatures fight until killed or dismissed by the dragon as a bonus action, or until the dragon uses this ability again.
2. The lair is built on the corpse of a god. As a result, one major or two minor schools of magic are severely weakened here. A creature that attempts to cast a spell from a weakened school must first make a spellcasting ability check (DC = 10 + the spell’s level). Conversely, one major or two minor schools of magic are enhanced are are cast as if with a spell slot of one level higher. The schools of magic that are affected should be tailored to the godcorpse.
3. Psychic maelstroms have filled the lair with a strange and disturbing thoughtwaves. On first entering the lair and every hour thereafter, a creature without psychic resistance or immunity must make a Charisma saving throw, gaining a level of strife on a failure.
4. The minds of the dragons that use the lair overpower those of intruders and make their thoughts move slowly. Creatures other than the dragons and their allies treat the lair as difficult terrain. A creature may make an Intelligence ability check once each minute. On a success, it is not affected by this feature for 1 minute and may move normally.
Names
Charihusran, Harsimankit, Matibbes, Raiugh, Vrithyasmar
Ancient Astral Dragon
Legendary gargantuan dragon; Challenge 25 (75,000 XP)
AC 21 (natural armor)
HP 420 (24d20+168; bloodied 210)
Speed 20 ft. fly 120 ft. (hover)
STR 26 (+8) DEX 16 (+3) CON 24 (+7)
INT 26 (+8) WIS 22 (+6) CHA 25 (+8)
Proficiency +9; Maneuver DC 24
Saving Throws Dex +11, Int +17, Wis +14, Cha +11
Skills Arcana +16, History +16, Perception +14 (+1d6), Persuasion +14, Religion +16, Stealth +11 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Celestial, Common, Draconic, 2 others
Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within one mile of it.
Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to motes of colored energy and then dissipate. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.
Cloud of Minds (While Bloodied). The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature must make a DC 24 Strength saving throw or take 7 (2d6) force damage and be pushed back 10 feet. If the creature fails its saving throw by 5 or more, it also takes 1 level of strife as its mind is assaulted with the dragon’s raw thoughts. Any levels of strife taken by the dragon are removed after the creature completes a long rest.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Dreamblast.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 30 (4d10+8) damage plus 9 (2d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.
Claws. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 21 (3d8+8) bludgeoning damage, and the dragon pushes the target 20 feet away.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Breath of Dismissal. The dragon breathes planar energy in a 90-foot long, 10-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 24 Charisma saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.
• Dust of Ages. The dragon breathes pale, scouring dust in a 90-foot cone. Each creature in that area must make a DC 24 saving throw or take 80 (23d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 2d4 × 10 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.
Dreamblast. The dragon targets a creature within 60 feet and twists its connection to its dreamscapes, forcing it to make a DC 23 Wisdom saving throw. The creature takes 22 (4d10) psychic damage, or half as much on a success. A creature that fails the save is also confused for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Reactions
Tail Attack. When a creature the dragon can see within 10 feet of the dragon hits it with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 23 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
Speed of Thought. The dragon moves up to its speed without provoking attacks of opportunity.
Thoughtbind (Costs 2 Actions). The dragon targets a creature it can see within 30 feet of it and pulls its thoughts out of its mind. The creature must make a DC 23 Charisma saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn.
Variant: Astral Dragon Spellcaster
Some dragons develop the ability to innately cast spells. A dragon spellcaster’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories:
Young (save DC 13): 3/day each: detect evil and good, locate creature
Adult (save DC 18): 3/day each: feeblemind, locate creature
Ancient (save DC 25): 1/day each: weird
Ancient Dragon Variant: Astral Great Wyrm
The dragon is an elite monster, equivalent to two CR 25 monsters (150,000 XP). It has 840 (48d20+336; bloodied 420) hit points and the following trait:
Wandering Thoughts (1/Day). When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, a silvery fog escapes from its wounds. Each creature within 15 feet of the dragon must make a DC 25 Intelligence saving throw, taking 1 level of strife on a success and 1d4+1 levels of strife on a failure. Additionally, the dragon can read the thoughts of all creatures who failed their saving throw. These creatures have disadvantage on ability checks, attack rolls, and saving throws until the end of the dragon’s next turn.
The dragon has the following legendary actions, which it can only use while bloodied.
Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.
Mortal Terror (Gaze). A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours.
Banishment (Costs 3 Actions). The dragon spits silver force at a creature it can see within 90 feet. The creature is affected as if caught in its Breath of Dismissal, rolling to save as usual.
Focus the Mind (Costs 2 Actions). The dragon recharges its breath weapon.
*
Adult Astral Dragon
Legendary huge dragon; Challenge 18 (20,000 XP)
AC 19 (natural armor)
HP 287 (25d12+125; bloodied 143)
Speed 20 ft. fly 120 ft. (hover)
STR 22 (+6) DEX 16 (+3) CON 20 (+5)
INT 22 (+6) WIS 20 (+5) CHA 19 (+4)
Proficiency +6; Maneuver DC 20
Saving Throws Dex +9, Int +12, Wis +11, Cha +10
Skills Arcana +12, History +12, Perception +11 (+1d6), Persuasion +10, Religion +12, Stealth +9 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Celestial, Common, Draconic, 2 others
Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within one-half mile of it.
Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to motes of colored energy and then dissipate. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.
Cloud of Minds (While Bloodied). The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature must make a DC 21 Strength saving throw or take 7 (2d6) force damage and be pushed back 10 feet. If the creature fails its saving throw by 5 or more, it also takes 1 level of strife as its mind is assaulted with the dragon’s raw thoughts. Any levels of strife taken by the dragon are removed after the creature completes a long rest.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Dreamblast.
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d10+6) damage plus 4 (1d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.
Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the dragon pushes the target 20 feet away.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Breath of Dismissal. The dragon breathes planar energy in a 60-foot long, 5-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 19 Charisma saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.
• Dust of Ages. The dragon breathes pale, scouring dust in a 60-foot cone. Each creature in that area must make a DC 19 saving throw or take 63 (18d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 2d4 × 5 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.
Dreamblast. The dragon targets a creature within 60 feet and twists its connection to its dreamscapes, forcing it to make a DC 19 Wisdom saving throw. The creature takes 22 (4d10) psychic damage, or half as much on a success. A creature that fails the save is also confused for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Reactions
Tail Attack. When a creature the dragon can see within 10 feet of the dragon hits it with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
Speed of Thought. The dragon moves up to its speed without provoking attacks of opportunity.
Thoughtbind (Costs 2 Actions). The dragon targets a creature it can see within 30 feet of it and pulls its thoughts out of its mind. The creature must make a DC 18 Charisma saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn.
*
Young Astral Dragon
Large dragon; Challenge 10 (5,900 XP)
AC 18 (natural armor)
HP 161 (19d10+57; bloodied 80)
Speed 20 ft. fly 120 ft. (hover)
STR 18 (+4) DEX 16 (+3) CON 16 (+3)
INT 18 (+4) WIS 16 (+3) CHA 12 (+1)
Proficiency +4; Maneuver DC 16
Saving Throws Dex +5, Int +8, Wis +7, Cha +5
Skills Arcana +7, History +7, Perception +6 (+1d6), Persuasion +5, Religion +7, Stealth +7 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages Celestial, Common, Draconic
Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within 180 feet of it.
Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) damage plus 4 (1d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8+4) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d8+4) bludgeoning damage, and the dragon pushes the target 20 feet away.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Breath of Dismissal. The dragon breathes planar energy in a 30-foot long, 6-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 15 saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.
• Dust of Ages. The dragon breathes pale, scouring dust in a 30-foot cone. Each creature in that area must make a DC 19 saving throw or take 42 (12d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 1d4 × 5 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.
*
Astral Dragon Wyrmling
Medium dragon; Challenge 3 (700 XP)
AC 17 (natural armor)
HP 55 (10d8+10; bloodied 27)
Speed 20 ft. fly 60 ft. (hover)
STR 14 (+2) DEX 16 (+3) CON 13 (+1)
INT 15 (+3) WIS 14 (+2) CHA 10 (+0)
Proficiency +2; Maneuver DC 15
Skills Perception +4, Stealth +5 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
Languages Draconic
Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within 90 feet of it.
Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.
Actions
Multiattack. The dragon attacks once with its bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d10+2) damage plus 4 (1d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Breath of Dismissal. The dragon breathes planar energy in a 20-foot long, 5-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 13 saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.
• Dust of Ages. The dragon breathes pale, scouring dust in a 15-foot cone. Each creature in that area must make a DC 13 saving throw or take 14 (4d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 1d4 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.
As for differences, the 3e dragon never leaves the Astral under its own volition, while the 1e version plane shifts at will. The 1e’s breath weapon was a cone of feeblemind-causing magic force, which is actually quite terrifying in the Astral, where you used your mind to move around and need your casters to get you to other planes. The 3e version has two breath weapons, one of which is a cone of dust that acts like a scouring astral wind, and the other is a blast that banishes targets back to their home plane. I’m assuming that the astral winds still exist in LU, even though neither T&T nor PSJ say anything about them.
Actually, neither of the LU books go into much detail about the Astral at all, so I’m also assuming color pools also exist. I’m also going to assume that the angels summoned by the conjure celestial spell exist as minor angels outside of that spell—they’d be about CR 3 or 4—because, well, I need stuff to fill out the Encounters section.
Unlike most of the time when there’s two incredibly similar monsters, I’m not blending the two all that much. This guy is almost entirely 3e based, with just a few nods to the 1e version.
Astral Dragon
Planar Dragons: Wyrms of Another World, Dragon Magazine #344
Creature by Mike McArtor; art by Tom Fowler
These beautiful, graceful dragons are guardians of the Astral Plane and view any non-native creature as a potentially hostile intruder. They are ribbon-like creatures with short limbs and a pair of narrow wings that give them a wingspan of nearly three times their actual length. Their horns trail behind them and give them impression of antennae. Their scales are an opalescent eggshell color which causes them to blend in nearly perfectly to the Astral as a whole.
Constant Wanderers. Astral dragons claim no lair, as they consider the entirety of the Astral as their territory. They sleep while flying or hovering and never within the confines of anything another dragon would call a home. However, as social dragons, a group of dragons—perhaps blood relatives, perhaps just companions—will claim a large piece of solid matter (often a dead god) and store their treasure there. All the treasure belongs to all the dragons in their flight, and they will take turns defending it.
Guardians of the Astral. To them, the Astral is a place of purity, and any outsider has the possibility to mar its perfection. They have a “shoot first, ask questions later” approach to non-natives and its difficult to get one to listen without a native guide acting as a mediator. In addition to this duty, astral dragons work to keep the Astral clean by removing debris (if possible, through a color pool and to another plane; if not, then to a few specified “garbage dumps” they’ve created) and by towing dead gods to special “cemetaries” they’ve created for exactly that purpose. To them, the Astral’s ideal state is that of a large expanse of nothingness.
Climate/Terrain: Astral plane
Legends and Lore
With an Arcana or History check, the characters can learn the following:
DC 10. As their name suggests, astral dragons are native to the Astral plane, which they never leave.
DC 15. The dragon’s bite can sever a traveler’s silver cord, and one of their two breath weapons can banish a creature back to the plane it came from—or sometimes a different plane entirely.
DC 20. Astral dragons do not have individual lairs, but groups of them will choose a location on which to store their treasure and raise their young. These group lairs are very well protected.
Astral Dragon Encounters
Note: To make a zevite NPC quickly, give the NPC statblock telepathy to 30 feet and resistance to psychic damage.
Challenge Rating 3-4 Astral dragon wyrmling
Treasure: 300 ep, moonstone (50 gp), hourglass filled with silver dust (75 gp), potion of clairvoyance
Challenge Rating 5-10 Young astral dragon; astral dragon wyrmling with 1d4 zevite soldiers
Treasure: 1,100 gp, 8 jaspers (50 gp each), bestiary of creatures from another plane, a silver statuette of a god worshiped by zevites (100 gp), spell scroll of commune
Challenge Rating 11-16 Young astral dragon with 1-3 stray thoughts (see Lair Features), 1-2 zevite veterans, or 1-2 angels of protection or battle
Treasure: 280 pp, gold and electrum bird cage housing an exotic, extraplanar songbird (250 gp for the cage, 300 gp for the bird), 3 onyxes (50 gp each), +2 morningstar made out of a dead god’s bone, medallion of thoughts, 2 potions of extra healing
Challenge Rating 17-22 adult astral dragon; adult astral dragon with astral dragon wyrmling or angel of battle; young astral dragon with zevite assassin.
Treasure: 1,000 pp, 700 gp, 3 aquamarines (500 gp each), ruby (5,000 gp), a map that directs the reader to a series of stable color pools, ancient zevite crown made of planar metals (750 gp), gold-handled sword stick that hides a +1 rapier, dust of dryness, impossible cube, oil of etherealness, spell scrolls of antilife shell and teleportation circle
Challenge Rating 23-30 ancient astral dragon; adult astral dragon with 2 zevite knights and 1 zevite mage
Treasure: 1,500 pp, 7,000 pp, diamond (5,000 gp), 2 opals (1,000 gp), a painting by a famed artist who died over a thousand years ago (7,500 gp), silver flute that, when played (1/day), acts as an enthrall spell to stray thoughts (see Lair Actions), figurine of a zevite psion carved from emerald (2,500 gp), arrow of slaying, mace of terror inscribed with Abyssal runes, marvelous pignmets
Challenge Rating 31+ great wyrm astral dragon; ancient astral dragon with young astral dragon; ancient astral dragon with deva or guardian naga
Treasure: 8,000 pp, 25,000 gp, A planar orrory that hints at a great and potentially upcoming event due to a planar convergence, 3 gold war masks normally worn by members of a particular celestial band of warriors (750 gp each), platinum circlet set with aquamarines (5,000 gp), pair of diamond studs (7,500 gp), 2 scrolls of demiplane, the traveling chest, vorpal sword
Signs
1. A trail of coins and jewels floating in the nothingness; they can be followed to the dragon’s lair
2. The dragon’s echoing howl.
3. The flotsam of a destroyed planar ship, with most of the crew and all of the cargo gone
4. A psychic wind, bringing memories of the dragon
Behavior
1. Floating serenely and sleeping
2. Guarding a color pool; will warn off anyone who approaches.
3. In battle with a group of astral travelers
4. Watching from a distance; gathering information
Lair Features
The save DC for the following effects is 13 + the dragon’s proficiency bonus. Choose or roll one or more of the following lair features:
1. Stray thoughts have taken on a semi-physical form within the lair. These thoughts use the stats for will-o-wisp, except they are aberrations, not undead, and they only inflict psychic damage. As a bonus action, the dragon may summon 1d4 stray thoughts as allies. The creatures fight until killed or dismissed by the dragon as a bonus action, or until the dragon uses this ability again.
2. The lair is built on the corpse of a god. As a result, one major or two minor schools of magic are severely weakened here. A creature that attempts to cast a spell from a weakened school must first make a spellcasting ability check (DC = 10 + the spell’s level). Conversely, one major or two minor schools of magic are enhanced are are cast as if with a spell slot of one level higher. The schools of magic that are affected should be tailored to the godcorpse.
3. Psychic maelstroms have filled the lair with a strange and disturbing thoughtwaves. On first entering the lair and every hour thereafter, a creature without psychic resistance or immunity must make a Charisma saving throw, gaining a level of strife on a failure.
4. The minds of the dragons that use the lair overpower those of intruders and make their thoughts move slowly. Creatures other than the dragons and their allies treat the lair as difficult terrain. A creature may make an Intelligence ability check once each minute. On a success, it is not affected by this feature for 1 minute and may move normally.
Names
Charihusran, Harsimankit, Matibbes, Raiugh, Vrithyasmar
Ancient Astral Dragon
Legendary gargantuan dragon; Challenge 25 (75,000 XP)
AC 21 (natural armor)
HP 420 (24d20+168; bloodied 210)
Speed 20 ft. fly 120 ft. (hover)
STR 26 (+8) DEX 16 (+3) CON 24 (+7)
INT 26 (+8) WIS 22 (+6) CHA 25 (+8)
Proficiency +9; Maneuver DC 24
Saving Throws Dex +11, Int +17, Wis +14, Cha +11
Skills Arcana +16, History +16, Perception +14 (+1d6), Persuasion +14, Religion +16, Stealth +11 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Celestial, Common, Draconic, 2 others
Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within one mile of it.
Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to motes of colored energy and then dissipate. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.
Cloud of Minds (While Bloodied). The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature must make a DC 24 Strength saving throw or take 7 (2d6) force damage and be pushed back 10 feet. If the creature fails its saving throw by 5 or more, it also takes 1 level of strife as its mind is assaulted with the dragon’s raw thoughts. Any levels of strife taken by the dragon are removed after the creature completes a long rest.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Dreamblast.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 30 (4d10+8) damage plus 9 (2d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.
Claws. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 21 (3d8+8) bludgeoning damage, and the dragon pushes the target 20 feet away.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Breath of Dismissal. The dragon breathes planar energy in a 90-foot long, 10-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 24 Charisma saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.
• Dust of Ages. The dragon breathes pale, scouring dust in a 90-foot cone. Each creature in that area must make a DC 24 saving throw or take 80 (23d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 2d4 × 10 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.
Dreamblast. The dragon targets a creature within 60 feet and twists its connection to its dreamscapes, forcing it to make a DC 23 Wisdom saving throw. The creature takes 22 (4d10) psychic damage, or half as much on a success. A creature that fails the save is also confused for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Reactions
Tail Attack. When a creature the dragon can see within 10 feet of the dragon hits it with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 23 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
Speed of Thought. The dragon moves up to its speed without provoking attacks of opportunity.
Thoughtbind (Costs 2 Actions). The dragon targets a creature it can see within 30 feet of it and pulls its thoughts out of its mind. The creature must make a DC 23 Charisma saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn.
Variant: Astral Dragon Spellcaster
Some dragons develop the ability to innately cast spells. A dragon spellcaster’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories:
Young (save DC 13): 3/day each: detect evil and good, locate creature
Adult (save DC 18): 3/day each: feeblemind, locate creature
Ancient (save DC 25): 1/day each: weird
Ancient Dragon Variant: Astral Great Wyrm
The dragon is an elite monster, equivalent to two CR 25 monsters (150,000 XP). It has 840 (48d20+336; bloodied 420) hit points and the following trait:
Wandering Thoughts (1/Day). When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, a silvery fog escapes from its wounds. Each creature within 15 feet of the dragon must make a DC 25 Intelligence saving throw, taking 1 level of strife on a success and 1d4+1 levels of strife on a failure. Additionally, the dragon can read the thoughts of all creatures who failed their saving throw. These creatures have disadvantage on ability checks, attack rolls, and saving throws until the end of the dragon’s next turn.
The dragon has the following legendary actions, which it can only use while bloodied.
Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.
Mortal Terror (Gaze). A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours.
Banishment (Costs 3 Actions). The dragon spits silver force at a creature it can see within 90 feet. The creature is affected as if caught in its Breath of Dismissal, rolling to save as usual.
Focus the Mind (Costs 2 Actions). The dragon recharges its breath weapon.
*
Adult Astral Dragon
Legendary huge dragon; Challenge 18 (20,000 XP)
AC 19 (natural armor)
HP 287 (25d12+125; bloodied 143)
Speed 20 ft. fly 120 ft. (hover)
STR 22 (+6) DEX 16 (+3) CON 20 (+5)
INT 22 (+6) WIS 20 (+5) CHA 19 (+4)
Proficiency +6; Maneuver DC 20
Saving Throws Dex +9, Int +12, Wis +11, Cha +10
Skills Arcana +12, History +12, Perception +11 (+1d6), Persuasion +10, Religion +12, Stealth +9 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Celestial, Common, Draconic, 2 others
Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within one-half mile of it.
Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to motes of colored energy and then dissipate. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.
Cloud of Minds (While Bloodied). The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature must make a DC 21 Strength saving throw or take 7 (2d6) force damage and be pushed back 10 feet. If the creature fails its saving throw by 5 or more, it also takes 1 level of strife as its mind is assaulted with the dragon’s raw thoughts. Any levels of strife taken by the dragon are removed after the creature completes a long rest.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Dreamblast.
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d10+6) damage plus 4 (1d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.
Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the dragon pushes the target 20 feet away.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Breath of Dismissal. The dragon breathes planar energy in a 60-foot long, 5-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 19 Charisma saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.
• Dust of Ages. The dragon breathes pale, scouring dust in a 60-foot cone. Each creature in that area must make a DC 19 saving throw or take 63 (18d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 2d4 × 5 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.
Dreamblast. The dragon targets a creature within 60 feet and twists its connection to its dreamscapes, forcing it to make a DC 19 Wisdom saving throw. The creature takes 22 (4d10) psychic damage, or half as much on a success. A creature that fails the save is also confused for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Reactions
Tail Attack. When a creature the dragon can see within 10 feet of the dragon hits it with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
Speed of Thought. The dragon moves up to its speed without provoking attacks of opportunity.
Thoughtbind (Costs 2 Actions). The dragon targets a creature it can see within 30 feet of it and pulls its thoughts out of its mind. The creature must make a DC 18 Charisma saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn.
*
Young Astral Dragon
Large dragon; Challenge 10 (5,900 XP)
AC 18 (natural armor)
HP 161 (19d10+57; bloodied 80)
Speed 20 ft. fly 120 ft. (hover)
STR 18 (+4) DEX 16 (+3) CON 16 (+3)
INT 18 (+4) WIS 16 (+3) CHA 12 (+1)
Proficiency +4; Maneuver DC 16
Saving Throws Dex +5, Int +8, Wis +7, Cha +5
Skills Arcana +7, History +7, Perception +6 (+1d6), Persuasion +5, Religion +7, Stealth +7 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages Celestial, Common, Draconic
Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within 180 feet of it.
Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) damage plus 4 (1d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8+4) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d8+4) bludgeoning damage, and the dragon pushes the target 20 feet away.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Breath of Dismissal. The dragon breathes planar energy in a 30-foot long, 6-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 15 saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.
• Dust of Ages. The dragon breathes pale, scouring dust in a 30-foot cone. Each creature in that area must make a DC 19 saving throw or take 42 (12d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 1d4 × 5 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.
*
Astral Dragon Wyrmling
Medium dragon; Challenge 3 (700 XP)
AC 17 (natural armor)
HP 55 (10d8+10; bloodied 27)
Speed 20 ft. fly 60 ft. (hover)
STR 14 (+2) DEX 16 (+3) CON 13 (+1)
INT 15 (+3) WIS 14 (+2) CHA 10 (+0)
Proficiency +2; Maneuver DC 15
Skills Perception +4, Stealth +5 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
Languages Draconic
Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within 90 feet of it.
Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.
Actions
Multiattack. The dragon attacks once with its bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d10+2) damage plus 4 (1d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Breath of Dismissal. The dragon breathes planar energy in a 20-foot long, 5-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 13 saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.
• Dust of Ages. The dragon breathes pale, scouring dust in a 15-foot cone. Each creature in that area must make a DC 13 saving throw or take 14 (4d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 1d4 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.
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